“What belongs to a language game is a whole culture.”

2018 ◽  
Vol 9 (1) ◽  
pp. 51-73 ◽  
Author(s):  
Marco Brusotti

Abstract:Wittgenstein remarks that “What belongs to a language game is a whole culture”, and that describing the language games in which the “words we call expressions of aesthetic judgement” are used implies describing “the culture of a period” (LA 1966: 8). Without aiming at a full reconstruction, the paper addresses the gradual emergence of the close conceptual connection between “language game” and “culture” in Wittgenstein’s manuscripts. The apparently obvious idea that “language game” and “form of life” (or “culture”) belong together or even coincide was originally missing. The paper picks out few episodes from Wittgenstein’s philosophical development. The first chapter shows that the topic of cultural diversity emerges in Wittgenstein’s reception of Oswald Spengler’s The Decline of the West, but still plays only a limited role in his first criticism of James Frazer’s The Golden Bough. The second chapter discusses the emergence of the term “language game” and establishes that Wittgenstein’s first language games do not yet imply something like an “anthropological view”. Real and imaginary “peoples” and “tribes” make their first appearance in remarks that ascribe a “primitive” arithmetic to them (chapter 3). Finally, with an eye to the possible influence of Sraffa and Malinowski, the fourth section shows how the Brown Book conceives translation as holistic cultural comparison.

2015 ◽  
pp. 99-115
Author(s):  
Beth Savickey

Wendy Lee-Lampshire writes that Wittgenstein’s conception of language has something valuable to offer feminist attempts to construct epistemologies firmly rooted in the social, psychological and physical situations of language users (1999: 409).  However, she also argues that his own use of language exemplifies a form of life whose constitutive relationships are enmeshed in forms of power and authority. For example, she interprets the language game of the builders as one of slavery, and questions how we read and respond to it.  She asks: “Who are ‘we’ as Wittgenstein’s reader(s)?” This is an important question, and how we answer offers insight not only into our own philosophical practices, but also into Wittgenstein’s use of language games. With the words “Let us imagine...”, Wittgenstein invites readers to participate in creative, collaborative, and improvisational language games that alter not only the texts themselves, but our relationship with others.


Author(s):  
V. V. Tselishchev

The article is devoted to the applicability of Wittgenstein’s following the rule in the context of his philosophy of mathematics to real mathematical practice. It is noted that in «Philosophical Investigations» and «Remarks on the Foundations of Mathematics» Wittgenstein resorted to the analysis of rather elementary mathematical concepts, accompanied also by the inherent ambiguity and ambiguity of his presentation. In particular, against this background, his radical conventionalism, the substitution of logical necessity with the «form of life» of the community, as well as the inadequacy of the representation of arithmetic rules by a language game are criticized. It is shown that the reconstruction of the Wittgenstein concept of understanding based on the Fregian division of meaning and referent goes beyond the conceptual framework of Wittgenstein language games.


Matatu ◽  
2006 ◽  
Vol 33 (1) ◽  
pp. 115-134 ◽  
Author(s):  
Chantal Zabus

The essay shows how Ezenwa–Ohaeto's poetry in pidgin, particularly in his collection (1988), emblematizes a linguistic interface between, on the one hand, the pseudo-pidgin of Onitsha Market pamphleteers of the 1950s and 1960s (including in its gendered guise as in Cyprian Ekwensi) and, on the other, its quasicreolized form in contemporary news and television and radio dramas as well as a potential first language. While locating Nigerian Pidgin or EnPi in the wider context of the emergence of pidgins on the West African Coast, the essay also draws on examples from Joyce Cary, Frank Aig–Imoukhuede, Ogali A. Ogali, Ola Rotimi, Wole Soyinka, and Tunde Fatunde among others. It is not by default but out of choice and with their 'informed consent' that EnPi writers such as Ezenwa–Ohaeto contributed to the unfinished plot of the pidgin–creole continuum.


Author(s):  
Adi Idham Jailani ◽  
Nazarul Azali Razali ◽  
Ahmad Harith Syah Md Yusuf ◽  
Ariff Imran Anuar Yatim ◽  
Nor Atifah Mohamad

Mastery of the English grammar is an intricate subject. Conventional teaching and learning of the English grammar have found to be an arduous task for teachers and a lacklustre one for students. The traditional pen and paper method often cause second language (L2) learners to become unmotivated in understanding this important element of the language. Thus, it is critical to provide L2 learners with the motivation to engage learning grammar in a more meaningful and purposive process. An ideal way to provide such learning experiences is through the use of language games that accommodate L2 learners’ desire to grasp grammar rules in an enjoyable way. To fill the gap for a purposive and meaningful grammar-based language game, Worchitect, a card-based game that focuses on (English) parts of speech is developed. The card game poses players/learners with questions that will foster their understanding of the rules of grammar for them to play the game and accumulate the highest scores possible. This game provides a constructive reinforcement to L2 users as it allows for the English parts of speech (and grammar) rules to be deductively attained. Furthermore, Worchitect is highly marketable as it is suitable for learners of various language proficiencies; for language teachers to be used as reinforcement or the actual learning activity; for parents who are looking to spend quality time with their children; and for any language enthusiast.


2021 ◽  
pp. 146144482110594
Author(s):  
Yiyi Yin ◽  
Zhuoxiao Xie

This study discusses the shifting dynamics of fan participatory cultures on social media platforms by introducing the concept of “platformized language games.” We conceive of a fan community as a “speech community” and propose that the language and discourses of fan participatory cultures are technological practices that only make sense in use and interactions as “games” on social media platform. Based on an ethnography of communication on fan communities on Weibo, we analyze the technological-communicative acts of fan speech communities, including the platformized setting, participants, topics, norms, and key purposes. We argue that the social media logic (programmability, connectivity, popularity, and datafication) articulates with fans’ language games, thus shifting the “form of life” of celebrity fans on social media. Empirically, fan participatory cultures continue to mutate in China, as fan communities create idiosyncratic platformized language games based on the selective appropriation of the social media logics of connectivity and data-driven metrics.


2017 ◽  
Vol 40 (4) ◽  
pp. 89-110
Author(s):  
Janyne Sattler

ABSTRACT: In Wittgenstein's Philosophical Investigations the notion of a 'language game' gives human communication a regained flexibility. Contrary to the Tractatus, the ethical domain now composes one language game among others, being expressed in various types of sentences such as moral judgments, imperatives and praises, and being shared in activity by a human form of life. The aim of this paper is to show that the same moves that allow for a moral language game are the ones allowing for learning and teaching about the moral living, where persuasion takes the place of argument by means of a plural appeal. For this purpose, literature would seem to be one of the best tools at our disposal. As a way of exemplifying our moral engagement to literature I proceed at last to a brief analysis of Tolstoy's Father Sergius, to show how playing this game would help us accomplish this pedagogical enterprise.


Author(s):  
Olga Iermachkova ◽  
Katarína Chválová

The paper is devoted to the language game in teaching Russian as a foreign language. The research aims to examine the phenomenon of the language game in journalistic text and show its effective implementation in the study processes. Language games are considered at different language levels (word-formation, graphics, paremiology and etc.). The article analyzes the definitions of the examined phenomenon and its main functions in journalistic text.


1984 ◽  
Vol 2 (2) ◽  
pp. 131-165 ◽  
Author(s):  
Edward J. Kessler ◽  
Christa Hansen ◽  
Roger N. Shepard

Krumhansl and Shepard's probe-tone method, in which listeners rate the musical relatedness of probe tones to preceding musical contexts, was adapted for a cross-cultural comparison of the perception of Western and Balinese melodies by both Western and Balinese listeners. Half of the Balinese listeners were remote villagers with no previous exposure to the diatonic scales or music of the West, and the Western listeners were unfamiliar with the pelog and slendro scales and the music of Bali. The Balinese and Western listeners used similar response strategies, but tended to demonstrate an internalization of tonal schemata most often in response to music of their own culture.


1972 ◽  
Vol 2 (2) ◽  
pp. 255-275 ◽  
Author(s):  
James Kellenberger

There is a certain view of religion, deriving from Wittgenstein’s thought, that might be called the language-game view of religion. It has many parts, but in essence it holds–in its own terms–that religion is a language-game (or cluster of languagegames) in fact engaged in by men; or, what seems to be an alternative way of saying the same thing, or very nearly the same. thing, religion is a form of life participated in by men. As such it is in order. Although one needs to enter into the torm ot lite and engage in the language-game to learn its grammar or logic and to see the order that it has. For its order has internal criteria: what count as, e.g., rational and meaningful within religion are determined not by criteria appropriate to physics or chess playing but by criteria appropriate to religion as it is lived by the religious.


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